gfx: minor Sprite module cleanup/improvements

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-12-27 16:38:42 -07:00
parent eda3e68b6e
commit e5f48580ba
3 changed files with 50 additions and 53 deletions

View file

@ -44,9 +44,7 @@ pub fn init(
core: *mach.Core,
app: *App,
app_mod: mach.Mod(App),
sprite: *gfx.Sprite,
) !void {
_ = sprite; // autofix
core.on_tick = app_mod.id.tick;
core.on_exit = app_mod.id.deinit;
@ -83,7 +81,7 @@ fn setupPipeline(
});
// Create our player sprite
app.player_id = try sprite.sprites.new(.{
app.player_id = try sprite.objects.new(.{
.transform = Mat4x4.translate(vec3(-0.02, 0, 0)),
.size = vec2(32, 32),
.uv_transform = Mat3x3.translate(vec2(0, 0)),
@ -132,8 +130,7 @@ pub fn tick(
app.direction = direction;
app.spawning = spawning;
var player = sprite.sprites.getValue(app.player_id);
defer sprite.sprites.setValue(app.player_id, player);
var player = sprite.objects.getValue(app.player_id);
var player_pos = player.transform.translation();
if (spawning and app.spawn_timer.read() > 1.0 / 60.0) {
// Spawn new entities
@ -143,7 +140,7 @@ pub fn tick(
new_pos.v[0] += app.rand.random().floatNorm(f32) * 25;
new_pos.v[1] += app.rand.random().floatNorm(f32) * 25;
const new_sprite_id = try sprite.sprites.new(.{
const new_sprite_id = try sprite.objects.new(.{
.transform = Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3))),
.size = vec2(32, 32),
.uv_transform = Mat3x3.translate(vec2(0, 0)),
@ -160,16 +157,15 @@ pub fn tick(
var pipeline_children = try sprite.pipelines.getChildren(app.pipeline_id);
defer pipeline_children.deinit();
for (pipeline_children.items) |sprite_id| {
if (!sprite.sprites.is(sprite_id)) continue;
if (!sprite.objects.is(sprite_id)) continue;
if (sprite_id == app.player_id) continue; // don't rotate the player
var s = sprite.sprites.getValue(sprite_id);
defer sprite.sprites.setValue(sprite_id, s);
var s = sprite.objects.getValue(sprite_id);
const location = s.transform.translation();
var transform = Mat4x4.ident;
transform = transform.mul(&Mat4x4.translate(location));
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.time));
transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(app.time / 2.0), 0.5)));
s.transform = transform;
sprite.objects.set(sprite_id, .transform, transform);
}
// Calculate the player position, by moving in the direction the player wants to go
@ -177,7 +173,7 @@ pub fn tick(
const speed = 200.0;
player_pos.v[0] += direction.x() * speed * delta_time;
player_pos.v[1] += direction.y() * speed * delta_time;
player.transform = Mat4x4.translate(player_pos);
sprite.objects.set(app.player_id, .transform, Mat4x4.translate(player_pos));
const window = core.windows.getValue(app.window);
@ -214,6 +210,9 @@ pub fn tick(
command.release();
render_pass.release();
app.frame_count += 1;
app.time += delta_time;
// TODO(object): window-title
// // Every second, update the window title with the FPS
// if (app.fps_timer.read() >= 1.0) {
@ -226,8 +225,6 @@ pub fn tick(
// app.fps_timer.reset();
// app.frame_count = 0;
// }
app.frame_count += 1;
app.time += delta_time;
}
pub fn deinit(
@ -235,7 +232,7 @@ pub fn deinit(
sprite: *gfx.Sprite,
) void {
// Cleanup here, if desired.
sprite.sprites.delete(app.player_id);
sprite.objects.delete(app.player_id);
}
// TODO(sprite): don't require users to copy / write this helper themselves